Knockback and Null
AOE KB has a sizable "nobody can read minds" problem. If you know someone will use KB you can adjust your tactics accordingly. However, you simply don't know. Granted, a little communication goes a long way. I know that there's times when I've requested the tank move closer to the corner so that I'm smacking things into the wall rather than scattering them. I think similar communication issues affect phase powers. It broke but I had a macro to announce when I was using Dimension Shift.
This game has an incredible amount of power combinations, and most of them don't include any kb powers. If you hate knockback so much, pick one of those.
If you absolutely want to choose a kb heavy powerset for thematic reasons, then learn to work with what you've got and around your weaknesses. You can pick Hover or Fly and turn that knockback to knockdown by flying high and blasting at the right angle. If you don't want your character to fly, make sure to carefully position your toon or find a near wall or corner and blast your foes towards it. If you can't do that either, you can wait till a Controller/Dominator uses their AoE immob powers or use your own immob from your APP/PPP and then blast to your heart's content. If all fails, try to use heavy kb/low dmg powers as less as possible and only use the most damaging ones to finish enemies only.
Either learn to work with what you get or try something else. Every game should have some kind of challenge, and asking the devs to change the way a power works so that you won't have to sweat even a little bit to make it work, seems kinda stupid to me.
Also, if you think you can use kb intelligently, while other don't and mess your strategies, Null won't change that, because it would still be up to them whether to use that feature or not.
I'm having a hard time buying anyone's claim of knockback being great and useful when in the same breath they argue against the option for other players to remove it on their own powers.
Surely if knockback was that much better, you wouldn't mind if others went with knockdown instead, it'd make your own characters more powerful and superheroicy by comparison.
I'm having a hard time buying anyone's claim of knockback being great and useful when in the same breath they argue against the option for other players to remove it on their own powers.
Surely if knockback was that much better, you wouldn't mind if others went with knockdown instead, it'd make your own characters more powerful and superheroicy by comparison. |
What I do tend to notice, is KB is more useful than -Def! -Def has one use, slotting a -Resist Proc
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I'm having a hard time buying anyone's claim of knockback being great and useful when in the same breath they argue against the option for other players to remove it on their own powers.
Surely if knockback was that much better, you wouldn't mind if others went with knockdown instead, it'd make your own characters more powerful and superheroicy by comparison. |
It's always about changing the game, which implies changing it for other people. Once you get the "desired" ability to turn off knockback on any character, you can start complaining about -- and kicking -- players who don't slot that way. Peer pressure to remove knockback from the game, a game which should have knockback.
Surely if knockdown is all right for you, you won't mind if other players do knockback as they currently do, right?
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Ah, but the argument to change or remove knockback from a character isn't really about the player making the argument wanting it removed from his own character -- after all, if he wanted an Energy Blaster without knockback, he could just make a Fire Blaster right now.
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It's always about changing the game, which implies changing it for other people. Once you get the "desired" ability to turn off knockback on any character, you can start complaining about -- and kicking -- players who don't slot that way. Peer pressure to remove knockback from the game, a game which should have knockback. |
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Once you get the "desired" ability to turn off knockback on any character, you can start complaining about -- and kicking -- players who don't slot that way.
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That said, I can't really advocate a "turn off knockback" option, unless an "always knockback" option is also presented.
I've had people threaten to kick my kin off the team because they were too lazy to go to Pocket D and turn off the runspeed component of Speed Boost. I have zero problem believing that people would kick people for not turning their knockback into knockdown. For that reason alone I would never support such an option.
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I'd just be happy with turning Repel to Knockback. That way, my Earth/Storm controller could effectively use Stone Cages to keep mobs from being pushed back by Hurricane.
I'd just be happy with turning Repel to Knockback. That way, my Earth/Storm controller could effectively use Stone Cages to keep mobs from being pushed back by Hurricane.
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2. Turn on Hurricane.
3. Run in a circle around the outside of the mob, pushing everything into a nice tight bunch while the team AoEs it.
4. ????
5. Profit!
EDIT: Bonus points if you lay a debuff patch in the center where you're pushing everything towards.
@Roderick
When teamed with another player who ends up using KB poorly, I have been known to switch to a different character that can better handle it. (i.e. a single target blaster or such).
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